Scavland: Key Trader Locations and Gear Tips

Use the trader route below to unlock the repair blueprints, ammunition, medicine, and crafting supplies that matter most. Reputation is separate for every trader, so the practical goal is to invest in the few shops whose stock supports your build.

Start with the gunsmith and armor seller in the starting city, then visit the northwestern gunsmith for advanced weapon repairs. The northeastern medic is worth rank 2, while the armorer farther east has the medium-armor repair blueprint at rank 3. When inventory space is tight, prioritize medicine, repair materials, weapon oil, glue, attachments, and rare experimental repair kits.

These notes were compiled during Scavland’s September 2026 early-access period. The equipment advice was flagged as less reliable after the patch 7.0 rebalance on September 16, so treat exact balance judgments as provisional.

Trader Quick Reference

DestinationRouteKey stockRequired rank
Starting city gunsmithIn the starting cityBasic weapon-repair blueprint; rifle ammunition and a compact rifleNo rank for the blueprint; rank 2 for the ammunition and rifle
Starting city butcherIn the starting cityFood and expanding ammunitionRank 2 for the ammunition
Starting city armor sellerIn the starting cityBasic armor-repair blueprintNot stated
Burned cityFollow the road northwestCrafting resourcesNot stated
Northwest gunsmithContinue west from the burned cityArmor-piercing ammunition, basic repair kits, and the advanced weapon-repair blueprintNot stated
Local security settlementContinue to the northwest cornerGeneral trader with good buying pricesNot stated
Church settlementTravel southeast from the starting cityBolt-action riflesNo rank required
Northeast medicTravel northeast from the starting cityAdvanced medicine blueprints and the blue medical-kit blueprintRank 2 for the blue medical-kit blueprint
Mechanics’ settlementContinue east from the medicCrafting materials for advanced weapon-repair kitsNot stated
Far-east armor sellerContinue east from the mechanics’ settlementMedium armor and its repair blueprintRank 3 for the blueprint

Trader Reputation Ranks

Rank 2 requires 500 reputation with a trader, and rank 3 requires 1,000. Progress does not carry between traders. Harder or more distant jobs generally pay more reputation, which makes a trader with difficult jobs faster to level than one who only offers simple errands.

Starting City Traders

The starting city has four useful shops, including a general crafting-material seller. The gunsmith offers easy or medium jobs that are often far away, so reputation can be slow. The butcher only gives the easiest jobs, with small reputation gains.

Northwest Trader Route

Three points of interest sit northwest of the starting city. Follow the road toward the burned city, then continue west to the gunsmith and the local security settlement near the corner of the map.

Annotated Scavland map showing the northwest road from the starting city to the burned city, gunsmith, and local security settlement

Burned City

The diplomat in the burned city provides a way to repair relations after killing friendly characters.

Crafting-resource trader inventory in the burned city

Northwest Gunsmith

The map places this gunsmith west of the burned city. Make it the main northwest maintenance stop once you need more than the starting city’s basic repair access.

Northwestern gunsmith inventory with ammunition, repair kits, and the advanced weapon-repair blueprint

Local Security Settlement

Several large bandit and gunner bases sit near the local security settlement. Its trader will not take clothing or monster parts. Reputation is hard to raise, and the shop has no standout stock beyond its favorable buying prices.

Inventory of the trader at the local security settlement

Southeast Church Settlement

The map places the church settlement southeast of the starting city, making it a direct early trip when you want the bolt-action rifles listed in the quick-reference table.

Scavland map with the church settlement circled southeast of the starting city

Church settlement trader inventory with two bolt-action rifles available without a reputation rank

Northeast Medic

Head northeast from the starting city to reach the medic. The overview map also shows the road continuing toward the mechanics and far-east armor seller. The blue medical kit uses easy-to-find ingredients, but reputation takes time because the medic’s available jobs are simple.

Scavland map marking the northeastern medic, mechanics' settlement, and the route to the far-eastern armor seller

Medic inventory showing medical supplies and the rank 2 blueprint for a blue medical kit

Mechanics Settlement

Continue east to the mechanics’ settlement, which has two traders. The first has no especially important stock, so the second is the useful stop.

Inventory of the first trader in the mechanics' settlement

Mechanics' settlement trader inventory with crafting and advanced weapon-repair materials

Far-East Armor Seller

Continue east from the mechanics’ settlement to find the armor seller. The trader offers difficult jobs with strong reputation rewards, so reaching rank 3 is relatively straightforward.

Map route east from the mechanics' settlement to the armor seller

Armor seller inventory with medium armor pieces and the rank 3 medium-armor repair blueprint

Best Loot to Carry

Containers in settlements and other points of interest often hold medicine, ammunition, and food. They appear to refill after roughly one in-game day, possibly a little sooner, so checking a settlement’s containers can help a new or cash-poor character recover.

PriorityLootReason to keep it
HighMedicineTakes little space, stacks to 4, sells for a reasonable amount, and can be upgraded; morphine and yellow medical kits can be turned into blue kits
HighChemical wasteUsed in large quantities for medical crafting
MediumPlasticAlso feeds medical crafting, but is less important than chemical waste
HighMechanical and advanced mechanical componentsStack to 3, have decent value, and are used in basic and advanced repair kits
HighMost repair kitsCan be spent during a run to free a slot, upgraded into a higher tier, or sold; the easy-to-craft cleaning kit is the exception
HighWeapon oil and glueCompact supplies used for routine equipment repair
HighWeapon modifications, sights, and magazinesCheck compatibility and value, then swap to a better attachment during the run when possible
ConditionalAmmunitionKeep it early in the game or when it fits your current weapon; small mixed stacks across several calibers have poor overall value
Very highExperimental weapon and heavy-armor repair kitsExtremely rare, cannot be crafted, and should not be spent casually

Special ammunition for the large experimental rifle is rare and is not sold by traders. Keep it only if you are prepared to maintain the weapon that uses it.

Weapon details for the prototype large experimental rifle that uses rare special ammunition

Bunkers

Bunkers are randomly placed dungeon areas with rats, bandits, gunners, and a large amount of loot. They did not refresh over time during the September 2026 build, so treat each cleared bunker as a one-time haul unless a later patch changes that behavior.

When entering, wait through the opening fight if it is already underway. The human enemies and rats may spend several minutes fighting each other across the bunker. The corridor-and-room layout then makes the remaining human enemies easier to clear in smaller groups.

Equipment Rules

Basic and advanced weapons lost 1% durability per 10 shots in the documented build. This made rapid-fire weapons expensive to maintain, especially the lower-damage submachine guns that needed attention after most fights.

You have one main weapon slot and one reserve slot. Any weapon three inventory cells long or shorter fits in the reserve slot. Removing the stock from certain weapons can shorten them enough to replace a pistol in that slot.

Pump-action shotguns and bolt-action rifles need a separate chambering animation after each shot. Rolling immediately after firing interrupts that flow and forces another, slower-feeling chambering action. Leave extra space in close combat when using either type.

There are two 4x sight styles. The sniper version reaches slightly farther and adds 1 range compared with the side-mounted version. A third compact optic offers less zoom.

Weapon Reference

The localized weapon names are omitted here so the guide does not assign unofficial English names. Use the description, magazine sizes, and visible shape to match each entry to the item in your inventory.

Starting Pistol

The starting pistol can appear with an integrated suppressor. It accepts 8- and 12-round magazines plus an unusual documented 80-round option.

Weapon details for the starting pistol with a long integrated suppressor

Improvised Submachine Gun

The improvised submachine gun has very low durability and may need repairs after only a few magazines. Integrated and separate suppressors are available, along with 15-, 20-, 30-, and 60-round magazines.

Long Bolt-Action Rifle

The long bolt-action rifle hits hard and reaches far, but reload and bolt cycling are slow. A heavily shortened version fits in the reserve slot.

Pump-Action Shotgun

The pump-action shotgun works as an early reserve weapon. Its close-range role combines poorly with the chambering delay after a shot or roll.

Improvised Semi-Automatic Shotgun

The improvised semi-automatic shotgun is a strong early close-range choice. It uses 4-, 8-, or 16-round magazines, and removing the stock lets it fit in the reserve slot.

Weapon details for the improvised semi-automatic shotgun with a detachable magazine

Helical-Magazine Submachine Gun

The submachine gun with helical or vertical-magazine variants uses 24- or 48-round helical magazines and a 30-round vertical magazine. Rapid wear limits its value.

Weapon details for the submachine gun fitted with a helical magazine and several attachments

Short AK-Style Rifle

The short AK-style rifle has a folding stock, accepts optics and many attachments, and uses 10-, 30-, or 75-round magazines. Fold the stock to fit it in the reserve slot. It uses basic repairs, so restoring a damaged example is practical early on.

Weapon details for the short AK-style rifle fitted with an optic and folding stock

Full-Size AK-Style Rifle

The full-size AK-style rifle is a good main-slot weapon once attachments are fitted. Traders lock it behind rank 3, but damaged examples are common enough that restoring one is usually faster than buying one. It uses 10-, 30-, or 75-round magazines.

M4

The M4 is more accurate than the full-size AK-style rifle and is a stronger main-slot choice when accuracy matters. Gunner enemies drop it, and it uses 10-, 20-, 30-, or 100-round magazines.

Weapon details for a modified M4 with an optic and suppressor

Integrated-Suppressor Rifle

The rifle with an integrated suppressor has similar general statistics to the M4 and uses 10- or 20-round magazines. Fewer attachments were documented for it.

Weapon details for the rifle with an integrated suppressor and open-frame stock

Fully Automatic Shotgun

The fully automatic shotgun can empty its magazine in about one second. It uses 5- or 10-round magazines, and removing the stock lets it fit in the reserve slot.

Scavland weapon screen showing a heavily modified fully automatic shotgun and its combat statistics

Experimental Weapons

Durability matters as much as damage when deciding whether to use an experimental weapon.

Experimental Marksman Rifle

The high-damage experimental marksman rifle supports many modifications and uses 10- or 20-round magazines.

Weapon details for the high-damage experimental marksman rifle

Large Experimental Rifle

The large experimental rifle deals damage comparable to about 2.5 large-caliber rounds per shot and uses 5- or 10-round magazines.